table.insert(itemActions,
	function(item, action)
		-- UNIQUE boots
		if not (item.quality == ItemQuality.Unique and
				item.baseItem.baseType.Type == ItemKind.Boots) then
			return false
		end

		return processItemList(item, action, uniqueBoots)
	end
)

-- see: dir .. "readme.txt" for information regarding itemLists

uniqueBoots = {
-- Normal
	{"lbt", 1, false}, -- Hotspur
	{"vbt", 1, false}, -- Gorefoot
	{"mbt", 1, false}, -- Treads of Cthon
	{"tbt", 1, false}, -- Goblin Toe
	{"hbt", 1, false}, -- Tearhaunch
-- Exceptional
	{"xlb", 3, false}, -- Infernostride
	{"xvb", 7, false}, -- Waterwalk
	{"xmb", 5, false}, -- Silkweave
	{"xtb", 8, false}, -- War Traveler
	{"xhb", 8, false}, -- Gore Rider
-- Elite
	{"uvb", 9, true, -- Sandstorm Trek
		function(item)
			if item.flags.Ethereal then
				return true -- keep all eth
			end

			if item.flags.Identified then
				local str = findStat(item, "Strength")
				local vit = findStat(item, "Vitality")

				return (
						str >= 1 or -- 15 (perf) str? (170ed, 15vit perf)
						vit >= 1 -- or 25+(vit+str)?
						)
			end

			return true -- unid
		end
	},
	{"umb", 6, true, -- Marrowwalk
		function(item)

			if item.flags.Identified then
				local sktab = findStat(item, "Skill Tab Bonus")
				local str = findStat(item, "Strength")

				return (
						sktab >= 1 or -- 2 (perf) skilltab? (200ed, 20str perf)
						str >= 1 -- or 20 (perf) str
						)
			end

			return true -- unid
		end
	},
	{"uhb", 8, true, -- Shadow Dancer
		function(item)

			if item.flags.Identified then
				local sktab = findStat(item, "Skill Tab Bonus")
				local dex = findStat(item, "Dexterity")

				return (
						sktab >= 1 or -- 2 (perf) skilltab? (100ed, 25dex perf)
						dex >= 1 -- or 20+dex?
						)
			end

			return true -- unid
		end
	}
}